Abstract
This full research paper presents the results of a tertiary study on 360-degree videos. Immersive and interactive technologies, particularly 360degree videos, have gained popularity across various sectors, leading to numerous secondary studies. It is crucial to consolidate the findings from these studies so that computing education can effectively utilize them. To address this need, this tertiary study examines secondary studies on 360-degree videos published between 2020 and 2024, aiming to identify the sectors that use 360 -degree videos, explore the integration of interactive elements within these videos, and analyze technical recommendations for recording and viewing 360-degree videos. Eighteen secondary studies were selected, which included 561 primary studies published between 1970 and 2023. The results show that 360-degree videos have been utilized in various fields, with education being the most common. Only a few studies included interactive elements in 360-degree videos. Questions are the most common interactive element, followed by hotspots and play/pause buttons. Less popular are games, quizzes, and hands-on tasks. The top tools for capturing 360-degree videos are the Samsung Gear 360 and the GoPro. The primary devices used for viewing include head-mounted displays (HMDs), mobile VR, smartphones, computers, and tablets. Common design tips include using short videos, involving participants in the design process, and recording from a first-person viewpoint. The findings of this study empower computing education researchers to identify critical gaps and important lessons learned. Additionally, it offers valuable insights into the interactive elements required for designing effective and immersive learning experiences utilizing 360-degree videos.